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https://github.com/ZDoom/qzdoom.git
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- made the screen blend work for the software renderer.
It may use the same calculations as the hardware renderer but must use the 2D drawer for display. It should be investigated if the hardware renderer can do this as well.
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b34d7f9e08
commit
211a7f2569
10 changed files with 49 additions and 28 deletions
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@ -108,12 +108,12 @@ CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
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int *tm, int *sb, int *db, int *be)
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{
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA };
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, };
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static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1 };
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int srcblend = blendstyles[style.SrcAlpha&3];
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int dstblend = blendstyles[style.DestAlpha&3];
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int srcblend = blendstyles[style.SrcAlpha%STYLEALPHA_MAX];
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int dstblend = blendstyles[style.DestAlpha%STYLEALPHA_MAX];
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int blendequation = renderops[style.BlendOp&15];
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int texturemode = drawopaque? TM_OPAQUE : TM_MODULATE;
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@ -560,7 +560,7 @@ void gl_FillScreen()
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// Draws a blend over the entire view
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//
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//==========================================================================
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void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap)
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void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap, bool in2d)
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{
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float blend[4] = { 0,0,0,0 };
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PalEntry blendv = 0;
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@ -623,15 +623,22 @@ void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool doco
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extra_blue = blendv.b / 255.0f;
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// If this is a multiplicative blend do it separately and add the additive ones on top of it.
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blendv = 0;
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// black multiplicative blends are ignored
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if (extra_red || extra_green || extra_blue)
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{
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if (!in2d)
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{
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gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
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gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
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gl_FillScreen();
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}
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else
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{
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screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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}
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}
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blendv = 0;
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}
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else if (blendv.a)
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{
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@ -655,6 +662,8 @@ void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool doco
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V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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if (!in2d)
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{
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (blend[3] > 0.0f)
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@ -665,6 +674,11 @@ void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool doco
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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screen->Dim(PalEntry(255, blend[0] * 255, blend[1] * 255, blend[2] * 255), blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
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}
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}
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//===========================================================================
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@ -193,7 +193,7 @@ public:
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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void RenderView(player_t *player);
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void DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap);
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void DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap, bool in2d = false);
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bool StartOffscreen();
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@ -123,5 +123,5 @@ void SWSceneDrawer::RenderView(player_t *player)
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screen->Begin2D(false);
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screen->DrawTexture(FBTexture, 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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SWRenderer->DrawRemainingPlayerSprites();
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GLRenderer->DrawBlend(r_viewpoint.sector, !!map, swtruecolor);
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GLRenderer->DrawBlend(r_viewpoint.sector, !!map, swtruecolor, true);
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}
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@ -58,6 +58,7 @@ FRenderStyle LegacyRenderStyles[STYLE_Count] =
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{ { STYLEOP_RevSub, STYLEALPHA_Src, STYLEALPHA_One, 0 } }, /* STYLE_Subtract*/
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{ { STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_One, STYLEF_ColorIsFixed } }, /* STYLE_AddStencil */
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{ { STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_One, STYLEF_RedIsAlpha | STYLEF_ColorIsFixed } }, /* STYLE_AddShaded */
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{ { STYLEOP_Add, STYLEALPHA_InvDstCol, STYLEALPHA_Zero, 0 } }, /* STYLE_Multiply */
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};
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double GetAlpha(int type, double alpha)
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@ -68,7 +69,7 @@ double GetAlpha(int type, double alpha)
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case STYLEALPHA_One: return 1.;
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case STYLEALPHA_Src: return alpha;
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case STYLEALPHA_InvSrc: return 1. - alpha;
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default: return 0;
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default: return 0.5; // undeterminable
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}
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}
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@ -61,6 +61,7 @@ enum ERenderStyle
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STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
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STYLE_AddStencil, // Fill image interior with alphacolor
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STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
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STYLE_Multiply, // Multiply source with destination (HW renderer only.)
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STYLE_Count
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};
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@ -87,6 +88,11 @@ enum ERenderAlpha
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STYLEALPHA_One, // Blend factor is 1.0
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STYLEALPHA_Src, // Blend factor is alpha
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STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
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STYLEALPHA_SrcCol, // Blend factor is color (HWR only)
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STYLEALPHA_InvSrcCol, // Blend factor is 1.0 - color (HWR only)
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STYLEALPHA_DstCol, // Blend factor is dest. color (HWR only)
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STYLEALPHA_InvDstCol, // Blend factor is 1.0 - dest. color (HWR only)
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STYLEALPHA_MAX
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};
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enum ERenderFlags
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@ -435,14 +435,14 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *
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//
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//===========================================================================
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color)
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style)
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{
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mRenderStyle = style? *style : LegacyRenderStyles[STYLE_Translucent];
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x1, y1, 0, 0, 0, color); ptr++;
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ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++;
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@ -122,7 +122,7 @@ public:
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel);
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void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style);
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void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
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void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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@ -1106,7 +1106,7 @@ void DFrameBuffer::Clear(int left, int top, int right, int bottom, int palcolor,
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{
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color = GPalette.BaseColors[palcolor] | 0xff000000;
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}
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m2DDrawer.AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000);
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m2DDrawer.AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000, nullptr);
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}
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DEFINE_ACTION_FUNCTION(_Screen, Clear)
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@ -1131,7 +1131,7 @@ DEFINE_ACTION_FUNCTION(_Screen, Clear)
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//
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//==========================================================================
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void DFrameBuffer::DoDim(PalEntry color, float amount, int x1, int y1, int w, int h)
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void DFrameBuffer::DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style)
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{
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if (amount <= 0)
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{
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@ -1141,10 +1141,10 @@ void DFrameBuffer::DoDim(PalEntry color, float amount, int x1, int y1, int w, in
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{
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amount = 1;
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}
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m2DDrawer.AddColorOnlyQuad(x1, y1, w, h, color | (int(amount * 255) << 24));
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m2DDrawer.AddColorOnlyQuad(x1, y1, w, h, color.d & 0xffffff | (int(amount * 255) << 24), style);
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}
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void DFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
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void DFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle *style)
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{
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if (clipwidth >= 0 && clipheight >= 0)
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{
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@ -1164,7 +1164,7 @@ void DFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int
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if (h > clipheight) h = clipheight;
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if (h <= 0) return;
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}
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DoDim(color, damount, x1, y1, w, h);
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DoDim(color, damount, x1, y1, w, h, style);
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}
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DEFINE_ACTION_FUNCTION(_Screen, Dim)
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@ -371,8 +371,8 @@ public:
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void Clear2D() { m2DDrawer.Clear(); }
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// Dim part of the canvas
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void Dim(PalEntry color, float amount, int x1, int y1, int w, int h);
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void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h);
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void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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// Fill an area with a texture
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void FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false);
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